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* some reduction on large colision repulsive force on non physical placement ↵UbitUmarov2017-04-143-124/+255
| | | | of physical prims
* store the physics inertia override in Mysql and add it to serializer. run ↵UbitUmarov2017-04-012-25/+0
| | | | prebuild is required
* add missing file. Changes of inertia data of objects running does notUbitUmarov2017-03-311-1/+2
| | | | | produce correct physical results, namely linear and angular momentum are not conserved.
* add OSSL functions to override linksets total mass, center of mass and ↵UbitUmarov2017-03-312-46/+243
| | | | inertia. replacing the crude automatic estimation based on prims known to physics and density. Changed parameters are still not saved, and are lost on region crossings. only suported by UbODE. EXPERIMENTAL feature, only test it for now.. don't try to use in products.
* Merge branch 'melanie'Melanie Thielker2017-02-011-2/+2
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| * Comment two very spammy debug messages that the usr can't do anything aboutMelanie Thielker2017-01-301-2/+2
| | | | | | | | Make a third one conditional.
* | ubOde: update prim mass when changing DensityUbitUmarov2017-01-261-1/+3
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* Massive tab and trailing space cleanupMelanie Thielker2017-01-0570-3353/+3353
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* remove a gc.collect that isn't very usefull (on the right engine thisUbitUmarov2016-12-302-1855/+2602
| | | | time)
* remove a gc.collect that isn't very usefullUbitUmarov2016-12-301-2602/+1853
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* ubOde other convex type objects other than mesh and sculpt also don't have holesUbitUmarov2016-12-122-4/+7
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* ubOde simple spheres and boxes with type convex have no holes on ↵UbitUmarov2016-12-121-9/+15
| | | | physics(long forgotten fix)
* ubMeshmerizer, fix the orientation of last triangle on top/bottom faces in ↵UbitUmarov2016-12-031-2/+2
| | | | case on circle hollow shape
* avoid doing unnecessary heavy things on change physics repUbitUmarov2016-11-261-0/+7
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* a few more changes on potencial mem issuesUbitUmarov2016-11-181-2/+8
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* minor changes to ubMeshmerizer memory useUbitUmarov2016-11-172-68/+67
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* BulletSim: update avatar velocity setting to the new TargetVelocity pattern.Robert Adams2016-11-134-51/+47
| | | | | | | Now PhysicsActor.Velocity.set and PhysicsActor.SetMomentum do the same thing of setting the instantanious avatar velocity. PhysicsActor.TargetVelocity sets a velocity target and the movement motor is used to accelerate the' avatar to that velocity.
* ubOde fix a multhreading timming issueUbitUmarov2016-11-121-2/+2
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* ubOde: add a needed lockUbitUmarov2016-11-101-5/+11
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* partially revert commit f29d5ad662387b97d9e881f28df584dc19fa8c07: if mesh ↵UbitUmarov2016-11-071-135/+141
| | | | asset does not contain data for PRIM type warn and use convex, do avoid physical peims going underground etc
* start removing old hack of using SetMomentum to just set instant velocity, ↵UbitUmarov2016-11-073-7/+39
| | | | now that TargetVelocity is avaiable
* restrict ubOde castray with terrain range only on horizontal plane, let it ↵UbitUmarov2016-11-061-1/+10
| | | | find physical avatars.
* ubOde: if a mesh does not contain data for shape type PRIM, dont collide as ↵UbitUmarov2016-11-021-1/+6
| | | | convex as before but just don't collide matching the type NONE viewers display in this case
* BulletSim: zero velocity target when setting velocity through theRobert Adams2016-10-032-2/+12
| | | | SetMomentum method.
* BulletSim: fix problem with avatar velocity going to zero when flying acrossRobert Adams2016-09-303-59/+58
| | | | | | region boundries. Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and have both BSPrim and BSCharacter share the code.
* put a lock back in ubOde character :(UbitUmarov2016-09-121-29/+22
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* ubMeshmerizer: add a few more try{} guards in file operations, etcUbitUmarov2016-09-052-46/+50
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* ConvexDecomposition remove a copy of vertices not needed for ubOdeUbitUmarov2016-09-022-6/+92
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* ConvexDecomposition fix some incorrect convexhull mesh generation for ubOdeUbitUmarov2016-09-021-13/+27
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* remove some MegaRegions code from ubOdeUbitUmarov2016-09-011-124/+66
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* remove some MegaRegions code from physicsUbitUmarov2016-09-014-78/+0
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* ubOde add a missing decimal dot :)UbitUmarov2016-08-291-2/+2
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* ubOde mouse look steer with some MOUSELOOK_BANK actionUbitUmarov2016-08-291-18/+51
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* missing fileUbitUmarov2016-08-281-0/+1
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* my broken version of vehicle mouse steer on ubOde (no bank,needs better damp)UbitUmarov2016-08-281-39/+103
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* remove excess dataUbitUmarov2016-08-271-3/+0
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* Import plumbing from Halcyon for camera data to physics engine.Vegaslon2016-08-271-1/+24
| | | | Signed-off-by: UbitUmarov <ajlduarte@sapo.pt>
* change ODEs topcolliders code ( still bad), plus a few memory leaksUbitUmarov2016-08-222-28/+27
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* remove unnecessary lockUbitUmarov2016-08-221-31/+21
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* minor locking issueUbitUmarov2016-08-221-2/+2
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* workaround potencial memory leaksUbitUmarov2016-08-221-13/+7
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* fix ubOde prims unlink that got broken fixing sleeping bodies collisions, ↵UbitUmarov2016-08-192-6/+28
| | | | core removes and adds a prim with same LocalID not giving time for physics to actuly delete, so when it did it LocalID was lost
* ubOde reduce collision_start latency in same cases (only one collision ↵UbitUmarov2016-08-172-10/+8
| | | | happening and more than 50ms since last)
* tell prim name on some more ubMeshmerizer error/warn messagesUbitUmarov2016-08-091-2/+2
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* ubOde revert making vehicle hover height disable hover. This at least ↵UbitUmarov2016-08-061-1/+1
| | | | breaks current scripts. wikis say it should, but makes no sense with vehicle type parameters defaults. Hover it again only disabled with timescale >300; handle llSameGroup on attachments
* ubOde a few changes to collisions reportingUbitUmarov2016-08-063-31/+62
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* also disable vehicle hover if its hover is set to zeroUbitUmarov2016-08-041-1/+1
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* apply external forces and torque to vehicles also, as other engines doUbitUmarov2016-08-042-8/+15
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* reduce ubOde walking super climbersUbitUmarov2016-08-021-0/+17
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* remove redundant checkUbitUmarov2016-07-251-2/+1
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